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cuberite-2a/source/UI/SlotArea.cpp
madmaxoft@gmail.com bc466f07a4 Refactored windows.
As described on the forum: http://forum.mc-server.org/showthread.php?tid=561
For now, only basic clicking works; shift-click not implemented yet.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@867 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-09-20 13:25:54 +00:00

570 lines
14 KiB
C++

// SlotArea.cpp
// Implements the cSlotArea class and its descendants
#include "Globals.h"
#include "SlotArea.h"
#include "../cPlayer.h"
#include "../cChestEntity.h"
#include "../cFurnaceEntity.h"
#include "../Items/Item.h"
#include "cWindow.h"
#include "../CraftingRecipes.h"
#include "../cRoot.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotArea:
cSlotArea::cSlotArea(int a_NumSlots, cWindow & a_ParentWindow) :
m_NumSlots(a_NumSlots),
m_ParentWindow(a_ParentWindow)
{
LOGD("Created a new cSlotArea with %d slots", a_NumSlots);
}
void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
{
LOGD("Slot area with %d slots clicked at slot number %d, clicked item %s, slot item %s",
GetNumSlots(), a_SlotNum,
ItemToFullString(a_ClickedItem).c_str(),
ItemToFullString(*GetSlot(a_SlotNum, a_Player)).c_str()
);
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
bool bAsync = false;
if (GetSlot(a_SlotNum, a_Player) == NULL)
{
LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
return;
}
cItem Slot(*GetSlot(a_SlotNum, a_Player));
if (!Slot.IsEqual(a_ClickedItem))
{
LOGD("*** Window lost sync ***");
LOGD("My Type: %i Their Type: %i", Slot.m_ItemID, a_ClickedItem.m_ItemID);
LOGD("My Count: %i Their Count: %i", Slot.m_ItemCount, a_ClickedItem.m_ItemCount);
LOGD("My Dmg: %i Their Dmg: %i", Slot.m_ItemHealth, a_ClickedItem.m_ItemHealth);
bAsync = true;
}
cItem & DraggingItem = a_Player.GetDraggingItem();
if (a_IsRightClick)
{
// Right clicked
if (DraggingItem.m_ItemID <= 0) // Empty-handed?
{
DraggingItem.m_ItemCount = (char)(((float)Slot.m_ItemCount) / 2.f + 0.5f);
Slot.m_ItemCount -= DraggingItem.m_ItemCount;
DraggingItem.m_ItemID = Slot.m_ItemID;
DraggingItem.m_ItemHealth = Slot.m_ItemHealth;
if (Slot.m_ItemCount <= 0)
{
Slot.Empty();
}
}
else if ((Slot.m_ItemID <= 0) || DraggingItem.IsEqual(Slot))
{
// Drop one item in slot
cItemHandler * Handler = ItemHandler(Slot.m_ItemID);
if ((DraggingItem.m_ItemCount > 0) && (Slot.m_ItemCount < Handler->GetMaxStackSize()))
{
Slot.m_ItemID = DraggingItem.m_ItemID;
Slot.m_ItemCount++;
Slot.m_ItemHealth = DraggingItem.m_ItemHealth;
DraggingItem.m_ItemCount--;
}
if (DraggingItem.m_ItemCount <= 0)
{
DraggingItem.Empty();
}
}
else if (!DraggingItem.IsEqual(Slot))
{
// Swap contents
cItem tmp(DraggingItem);
DraggingItem = Slot;
Slot = tmp;
}
}
else
{
// Left-clicked
if (!DraggingItem.IsEqual(Slot))
{
// Switch contents
cItem tmp(DraggingItem);
DraggingItem = Slot;
Slot = tmp;
}
else
{
// Same type, add items:
cItemHandler * Handler = ItemHandler(DraggingItem.m_ItemID);
int FreeSlots = Handler->GetMaxStackSize() - Slot.m_ItemCount;
if (FreeSlots < 0)
{
ASSERT(!"Bad item stack size - where did we get more items in a slot than allowed?");
FreeSlots = 0;
}
int Filling = (FreeSlots > DraggingItem.m_ItemCount) ? DraggingItem.m_ItemCount : FreeSlots;
Slot.m_ItemCount += (char)Filling;
DraggingItem.m_ItemCount -= (char)Filling;
if (DraggingItem.m_ItemCount <= 0)
{
DraggingItem.Empty();
}
}
}
if (bAsync)
{
m_ParentWindow.BroadcastWholeWindow();
}
SetSlot(a_SlotNum, a_Player, Slot);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaArmor:
cSlotAreaArmor::cSlotAreaArmor(cWindow & a_ParentWindow) :
cSlotArea(4, a_ParentWindow)
{
}
const cItem * cSlotAreaArmor::GetSlot(int a_SlotNum, cPlayer & a_Player)
{
// a_SlotNum ranges from 0 to 3, map that to the armor slots in player's inventory, 5 to 8:
return a_Player.GetInventory().GetSlot(a_SlotNum + 5);
}
void cSlotAreaArmor::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
*(a_Player.GetInventory().GetSlot(a_SlotNum + 5)) = a_Item;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaChest:
cSlotAreaChest::cSlotAreaChest(cChestEntity *a_Chest, cWindow &a_ParentWindow) :
cSlotArea(27, a_ParentWindow),
m_Chest(a_Chest)
{
}
const cItem * cSlotAreaChest::GetSlot(int a_SlotNum, cPlayer & a_Player)
{
// a_SlotNum ranges from 0 to 26, use that to index the chest entity's inventory directly:
return m_Chest->GetSlot(a_SlotNum);
}
void cSlotAreaChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
m_Chest->SetSlot(a_SlotNum, a_Item);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaCrafting:
cSlotAreaCrafting::cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow) :
cSlotAreaTemporary(1 + a_GridSize * a_GridSize, a_ParentWindow),
m_GridSize(a_GridSize)
{
ASSERT((a_GridSize == 2) || (a_GridSize == 3));
}
void cSlotAreaCrafting::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
{
// Override for craft result slot
if (a_SlotNum == 0)
{
ClickedResult(a_Player, a_IsShiftPressed);
return;
}
super::Clicked(a_Player, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_ClickedItem);
UpdateRecipe(a_Player);
}
void cSlotAreaCrafting::OnPlayerRemoved(cPlayer & a_Player)
{
// Toss all items on the crafting grid:
TossItems(a_Player, 1, m_NumSlots);
// Remove the current recipe from the player -> recipe map:
for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr)
{
if (itr->first == a_Player.GetUniqueID())
{
// Remove the player from the recipe map:
m_Recipes.erase(itr);
return;
}
} // for itr - m_Recipes[]
// Player not found - that is acceptable
}
void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player, bool a_IsShiftPressed)
{
const cItem * ResultSlot = GetSlot(0, a_Player);
LOGD("Clicked in craft result slot, item there: %d:%d (%d times)",
ResultSlot->m_ItemID, ResultSlot->m_ItemHealth, ResultSlot->m_ItemCount
);
cItem & DraggingItem = a_Player.GetDraggingItem();
// Get the current recipe:
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
// If possible, craft:
if (DraggingItem.IsEmpty())
{
DraggingItem = Recipe.GetResult();
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(PlayerSlots);
}
else if (DraggingItem.IsEqual(Recipe.GetResult()))
{
cItemHandler * Handler = ItemHandler(Recipe.GetResult().m_ItemID);
if (DraggingItem.m_ItemCount + Recipe.GetResult().m_ItemCount <= Handler->GetMaxStackSize())
{
DraggingItem.m_ItemCount += Recipe.GetResult().m_ItemCount;
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(PlayerSlots);
}
}
// Get the new recipe and update the result slot:
UpdateRecipe(a_Player);
// We're done. Send all changes to the client and bail out:
m_ParentWindow.BroadcastWholeWindow();
}
void cSlotAreaCrafting::UpdateRecipe(cPlayer & a_Player)
{
cCraftingGrid Grid(GetPlayerSlots(a_Player) + 1, m_GridSize, m_GridSize);
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
}
cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player)
{
for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr)
{
if (itr->first == a_Player.GetUniqueID())
{
return itr->second;
}
} // for itr - m_Recipes[]
// Not found. Add a new one:
cCraftingGrid Grid(GetPlayerSlots(a_Player) + 1, m_GridSize, m_GridSize);
cCraftingRecipe Recipe(Grid);
cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
m_Recipes.push_back(std::make_pair(a_Player.GetUniqueID(), Recipe));
return m_Recipes.back().second;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaFurnace:
cSlotAreaFurnace::cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow) :
cSlotArea(3, a_ParentWindow),
m_Furnace(a_Furnace)
{
}
void cSlotAreaFurnace::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
{
cItem Fuel = *GetSlot(0, a_Player);
super::Clicked(a_Player, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_ClickedItem);
if (m_Furnace == NULL)
{
LOGERROR("cSlotAreaFurnace::Clicked(): m_Furnace == NULL");
ASSERT(!"cSlotAreaFurnace::Clicked(): m_Furnace == NULL");
return;
}
if (Fuel.m_ItemID != GetSlot(0, a_Player)->m_ItemID)
{
m_Furnace->ResetCookTimer();
}
if (m_Furnace->StartCooking())
{
m_ParentWindow.SendWholeWindow(*(a_Player.GetClientHandle()));
}
}
const cItem * cSlotAreaFurnace::GetSlot(int a_SlotNum, cPlayer & a_Player)
{
// a_SlotNum ranges from 0 to 2, query the items from the underlying furnace:
return m_Furnace->GetSlot(a_SlotNum);
}
void cSlotAreaFurnace::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
m_Furnace->SetSlot(a_SlotNum, a_Item);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaInventory:
cSlotAreaInventory::cSlotAreaInventory(cWindow & a_ParentWindow) :
cSlotArea(27 + 9, a_ParentWindow) // 27 internal slots, 9 hotbar slots
{
}
void cSlotAreaInventory::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
{
if ((a_Player.GetGameMode() == eGameMode_Creative) && (m_ParentWindow.GetWindowType() == cWindow::Inventory))
{
// Creative inventory must treat a_ClickedItem as a DraggedItem instead, replacing the inventory slot with it
SetSlot(a_SlotNum, a_Player, a_ClickedItem);
return;
}
// Survival inventory and all other windows' inventory has the same handling as normal slot areas
super::Clicked(a_Player, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_ClickedItem);
return;
}
const cItem * cSlotAreaInventory::GetSlot(int a_SlotNum, cPlayer & a_Player)
{
// a_SlotNum ranges from 0 to 35, map that to the player's inventory slots 9 to 44
return a_Player.GetInventory().GetSlot(a_SlotNum + 9);
}
void cSlotAreaInventory::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
*(a_Player.GetInventory().GetSlot(a_SlotNum + 9)) = a_Item;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaTemporary:
cSlotAreaTemporary::cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow) :
cSlotArea(a_NumSlots, a_ParentWindow)
{
}
const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player)
{
cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
if (itr == m_Items.end())
{
LOGERROR("cSlotAreaTemporary: player \"%s\" not found for slot %d!", a_Player.GetName().c_str(), a_SlotNum);
ASSERT(!"cSlotAreaTemporary: player not found!");
// Player not found, this should not happen, ever! Return NULL, but things may break by this.
return NULL;
}
if (a_SlotNum >= (int)(itr->second.size()))
{
LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
ASSERT(!"cSlotAreaTemporary: asking for more slots than actually stored!");
return NULL;
}
LOGD("cSlotAreaTemporary: getting slot %d as %s", a_SlotNum, ItemToFullString(itr->second[a_SlotNum]).c_str());
return &(itr->second[a_SlotNum]);
}
void cSlotAreaTemporary::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
LOGD("cSlotAreaTemporary: setting slot %d to %s", a_SlotNum, ItemToFullString(a_Item).c_str());
cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
if (itr == m_Items.end())
{
// Player not found
LOGWARNING("cSlotAreaTemporary: player not found!");
return;
}
if (a_SlotNum >= (int)(itr->second.size()))
{
LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
return;
}
itr->second[a_SlotNum] = a_Item;
}
void cSlotAreaTemporary::OnPlayerAdded(cPlayer & a_Player)
{
ASSERT(m_Items.find(a_Player.GetUniqueID()) == m_Items.end()); // The player shouldn't be in the itemmap, otherwise we probably have a leak
m_Items[a_Player.GetUniqueID()].resize(m_NumSlots); // Make the vector the specified size of empty items
}
void cSlotAreaTemporary::OnPlayerRemoved(cPlayer & a_Player)
{
cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
ASSERT(itr != m_Items.end()); // The player should be in the list, otherwise a call to OnPlayerAdded() was mismatched
m_Items.erase(itr);
}
void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End)
{
cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
if (itr == m_Items.end())
{
LOGWARNING("Player tossing items (%s) not found in the item map", a_Player.GetName().c_str());
return;
}
cItems Drops;
for (int i = a_Begin; i < a_End; i++)
{
cItem & Item = itr->second[i];
if (!Item.IsEmpty())
{
Drops.push_back(Item);
}
Item.Empty();
} // for i - itr->second[]
float vX = 0, vY = 0, vZ = 0;
EulerToVector(-a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f;
a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 2, vY * 2, vZ * 2);
}
cItem * cSlotAreaTemporary::GetPlayerSlots(cPlayer & a_Player)
{
cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
if (itr == m_Items.end())
{
return NULL;
}
return &(itr->second[0]);
}